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ships.Function.resolveBlueprintForModule
@elite-dangerous-almanac/core / ships / resolveBlueprintForModule
resolveBlueprintForModule(
moduleSymbol,blueprintSymbol):string
Defined in: src/ships/blueprint-journal.ts:79
The blueprint whose numbers a module actually rolls when a journal names blueprint on
it — the same id back, except where the game spells two different recipes alike.
One BlueprintName, two recipes. Long Range and Wide Angle are offered on the
internal sensor suite and on the KWS/manifest/wake scanners under the same id, and the
two roll different stats in opposite directions:
| On a sensor suite | On a utility scanner |
|---|---|
Long Range: Mass ×1.20, ScannerRange +0…15% |
Long Range: PowerDraw ×1.10, ScannerRange +0…24% |
Wide Angle: PowerDraw ×1.10, ScannerRange −4% |
Wide Angle: Mass ×1.20, ScannerTimeToScan +10% |
(Grade 1 shown.) BLUEPRINTS keys the scanner side under Scanner_LongRange /
Scanner_WideAngle, the spelling the scanner menus list, so folding the journal id as
written would charge the build mass where the game charges power draw.
The same holds for Weapon_Overcharged, which the game writes for every weapon, though
a multi-cannon's also cuts the clip — 3% at grade 1 falling to 15% at grade 5.
BLUEPRINTS keys that side under MC_Overcharged, and this is the common case: 70 of
the build corpus's 1902 declared entries go through it, against one for the scanners.
The clip penalty is folded only where a module's menu offers the multi-cannon recipe —
anti-xeno multi-cannons have no ordinary menu, and cannons, fragment cannons and plasma
accelerators take no clip leg. See
data/ships/SOURCES.md
§ "Multi-cannon Overcharged" for the captures.
Only the module can settle it, which is why this takes one, and it resolves into a
menu and never out of one: a sensor suite's Sensor_LongRange comes back unchanged, as
does Scanner_LongRange asked of a suite — unchanged is not offered, and
getBlueprintsForModule still says a suite does not take it. A generic Misc_* id is
left alone too: that pair is one recipe under two published spellings. Materials are
unaffected — both spellings of a pair bill the same at every grade, so
getBlueprintCost needs no module.
string
A module symbol, e.g. "Hpt_CloudScanner_Size0_Class5".
string
A blueprint catalogue or journal id, matched case-insensitively and
trimmed. Colliding journal spellings are resolved against moduleSymbol.
string
The id to join to BLUEPRINTS, in that catalogue's spelling when a journal
name resolved, and otherwise blueprintSymbol exactly as it was passed — byte for byte, so a
caller who never meets the collision never sees their own spelling rewritten.
If blueprintSymbol is not a string, including when it is missing — this
returns an id rather than reporting whether one is known, so there is no miss for a
nullish one to be. A nullish moduleSymbol is a miss: an unknown module offers no
menu,
and blueprintSymbol comes back unchanged.
import { resolveBlueprintForModule } from '@elite-dangerous-almanac/core/ships/blueprint-journal';
// A wake scanner's Long Range is the scanner recipe, whichever way the build spells it.
resolveBlueprintForModule('Hpt_CloudScanner_Size0_Class5', 'Sensor_LongRange');
// -> 'Scanner_LongRange'
// The sensor suite keeps its own, and every other module keeps whatever it was given.
resolveBlueprintForModule('Int_Sensors_Size4_Class5', 'Sensor_LongRange');
// -> 'Sensor_LongRange'
// A multi-cannon's Overcharged is the multi-cannon recipe, clip penalty and all.
resolveBlueprintForModule('Hpt_MultiCannon_Fixed_Medium', 'Weapon_Overcharged');
// -> 'MC_Overcharged'
resolveBlueprintForModule('Hpt_BeamLaser_Fixed_Small', 'Weapon_Overcharged');
// -> 'Weapon_Overcharged'Guides
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Interfaces (125)
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Variables (10)
Functions (85)
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